Post by TheBrillianceKing on Aug 17, 2014 22:02:43 GMT
Magic Item Triggers
Duration of Trigger / Difficulty Modifier
1 month / -12
1 week / -10
1 day / -8
1 hour / -6
1 minute / -4
1 round / -2
1 action / 0
Reactive / +2
Instant / +4
The Duration of the Trigger determines how long it takes a character to properly active a trigger or how frequently the item will be possible to be used. A Magic item that can only be activated monthly during a Full Moon, has a -12 to the Occult Difficulty when creating it. Whereas an item that can be activated instantly, such as by spoken phrase or by fast motions (such as closing one's eyes briefly) - adds +4 to the Occult Difficulty to create it. Items that have Reactive Triggers, such as being activated instantly when another event occurs to a character outside their control, example: Falling, Being Targeted by Magic, Being Attacked, etc. - increase the Difficulty for creating the Item by +2.
Magic Item Materials
Durability of Material / Difficulty Modifier
Gauze or Paper (1 Health Points) / -4
Cloth or Fabric (2 Health Points) / -2
Leather or Wood (4 Health Points) / 0
Reinforced Material - Strengthened Wood, Cured Leather, etc. (AV 1, 6 Health Points) / +1
Tough Material - Bone, Stone, Hard Wood, etc. (AV 2, 8 Health Points) / +2
Malleable Metals - Gold, Lead, Silver, Bronze (AV 4, 10 Health Points) / +3
Rigid Metals - Tin, Iron, Brass (AV 8, 12 Health Points) / +4
Strong Metals - Steel, Alloy, etc. (AV 16, 14 Health Points) / +5
Unique Materials - Crystals, Diamond, Meteorite Stone, etc. (AV 32, 16 Health Points) / +6
The Durability of items designates how hard these objects are to destroy when they suffer damage. The Difficulty for creating the item varies depending on the material toughness of the item that is being enchanted. Each item lists roughly how much damage is needed to destroy it completely per 1 size point of the object (larger objects have more Health Points appropriately). Stronger objects have an automatic Armor Value as listed.
Marks of Enchantment
Clarity of Mark / Difficulty Modifier
Clear Marking (Very Easy Diff. Occult) / -4
Obvious Marking (Easy Diff. Occult) / -2
Standard Marking (Average Diff. Occult) / 0
Subtle Marking (Hard Diff. Occult) / +1
Very Subtle Marking (Very Hard Diff. Occult) / +2
Cryptic Marking (Challenging Diff. Occult) / +3
Cipher Marking (Very-Challenging Diff. Occult) / +4
Mysterious Marking (Epic Diff. Occult) / +6
A Mark of Enchantment is some signifiier to those who look at an item to tell whether or not it is magically enchanted, these could be glowing runes, symbols that designate a spell's school or effect, or other clarifying information. The difficulty to notice markings for what they are with Occult skill checks such as these is listed along with the Magic Item creation difficulty modifier. A character who identifies the markings understands the spell (or spells) that the item is enchanted with. A character who rolls a Critical Success on a Occult check to examine an item, learns its Trigger(s) as well. Enchanted or Magical items always have some signifiier for their true nature.
Adding Magical Components to Magic Items
You can add Magical Component Items during the creation of a Magic Item, to increase the number of Spell Charges within an item (Each Magical Component adds +1 Luck to the Luck Pool for the Magic Item). To do this, you must succeed an Average Diff. Crafting skill check to add these additional Magical Components into an item during creation. In the case of normally perishable components, such as Severme Eyes or similar, these items must be preserved, typically through Alchemy using an Easy Diff. skill check. You may add 1 Magical Component Item for each rank you have in Occult, up to a maximum of 6. To go beyond this limit for an item (12 Luck) - you require Elemental Crystals or other special magical objects (GM discretion).